Jun 09, 2007, 07:42 PM // 19:42
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#1
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Banned
Join Date: Jun 2007
Guild: Clan MacLaren
Profession: R/
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Double Proffesion Skills
I was thinking it would be cool to have skills that required points in an attribute from both your main proffesion and you second proffesion. Here's a bad example, but an example, nonetheless.
Fire Magic and Hammer/Sword/Axe Skill.
For __ seconds, you Hammer/Sword/Axe attacks and skills deal fire damage as well as regular damage.
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Jun 09, 2007, 07:55 PM // 19:55
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#2
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Academy Page
Join Date: Feb 2007
Location: Calhoun, GA
Profession: E/
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I agree its a pretty cool idea, but...
/notsigned
It would be overpowered...Think:Conjure Flame+Weapon=same thing as example. But using only 1 spell/skill slot. Sorry, but its simply too powerful.
P.S
How do you gets those spell picture instead of words?
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Jun 09, 2007, 08:00 PM // 20:00
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#3
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Krytan Explorer
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I think this is a GREAT idea!! Maybe not the specific example but I am talking about the general concept.
It would bring another M:tG element into the game in that the same way certain colors compliment each other eg. Black/Blue, Green/Red etc. We should have certain professions that would benefit from added skill synergy as well.
I doubt it would ever clear due to balance issues particularly in PvP but what a cool idea for an overall concept. I'd personally love to see a N/Me specific Hex spell that had better benefit with that combo. Or a W/A attack skill that had a better benefit etc. etc. There are numerous possible combinations and it would add some additional rewards and depth to playing certain combinations.
Very cool!
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Jun 09, 2007, 11:12 PM // 23:12
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#4
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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Quote:
Originally Posted by Kokuyougan
P.S
How do you gets those spell picture instead of words?
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[ skill ]Conjure Phantasm[ /skill ]
Dont use any spaces in the code and you get this:
[skill]Conjure Phantasm[/skill]
Anyway, its cool but this defeats the purpose of mixing and matching skills.
/notsigned
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Jun 10, 2007, 12:25 AM // 00:25
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#5
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Desert Nomad
Join Date: May 2007
Profession: W/E
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Use Cunjure Flame and an FDS same thing its what i use
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Jun 11, 2007, 05:01 PM // 17:01
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#6
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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I think it is a kickass idea. I doubt it would ever be implemented, but I'd love to see something like that.
It would have to be independent of attributes, though. There would just be way too many combinations of attributes to make that viable.
Rather, it would be like grenith's balance.. an attributeless elite.
As such, the effects would have to be independent upon attribute levels. That sort of sucks the impracticality of it all, because you could be level 1 with this super-elite which lets you get by without needing to advance higher.
It'd have to be level based. At level 20, the maximum effect is achieved much like if you had 12 points placed in any attribute.
Let me think of some kickass combinations... *ahem*
Warrior/Necro (Or Necro/warrior)
Maurader's Curse - Hex. Target touched foe. For 5 seconds, after every physical hit placed on foe, foe loses 5 armor. If you successfully hit ally, curse is reapplied.
Necro/Mesmer (Or Mesmer/Necro)
Lyssa's Burden - Hex. For 30 seconds, whenever target foe is hexed, the nearest foe to target foe takes that hex as well.
Elemenalist/Ranger (Or Ranger/Elementalist)
Nature's Fury - Preparation. For 20 seconds, whenever a foe successfully hit with an arrow, target foe and all nearby foes take 20 fire damage and are set on fire.
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Jun 11, 2007, 09:35 PM // 21:35
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#7
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There are already skill useable by more than one profession, they are called 'common'. Unlinked skills act the same way.
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Jun 12, 2007, 12:15 AM // 00:15
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#8
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Krytan Explorer
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What he is getting at is not a common skill but a skill that benefits from using a certain combination of professions. At least this is the way I understood it.
Imagine if Grenth's Balance (for example) had a stipulation in it that if you played a Mesmer as a secondary it also pulled the difference in energy.
Yes this and others are potentially overpowered suggestions but the concept is still very interesting.
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Jun 12, 2007, 12:51 AM // 00:51
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#9
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Ive always like this idea.
Wicked Trick - Scythe Illusion Hex Attack. If this attack hits you cause +5...20 damage (linked to Scythe Mastery) and your target suffers from the hex Wicked Trick for 5...10 seconds (linked to Illusion). While suffering from this hex, Target suffers -1..5 degeneration (linked to illusion). When this hex ends, both you and your target lose all enchantments.
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Jun 12, 2007, 04:40 AM // 04:40
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#10
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Krytan Explorer
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go offline and play neverwinter nights...
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Jun 12, 2007, 08:48 AM // 08:48
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#11
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Quote:
Originally Posted by Mister O
go offline and play neverwinter nights...
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You must live to go on forums and attack ideas that aren't your own. It's an idea with a fun prospect. Just because it's not already implemented in Guild Wars doesn't mean it is a crappy idea. Heck, if it were, it wouldn't *be* an idea, now would it?
If they were regulated to be kept from being overpowerful, they would really be much like elite skills. In fact they would be exactly like elite skills, except only your profession combination could obtain it. If they were made more powerful than elites, then everyone would take the dual profession skills and it would sort of lose the 'builder' aspect of the game, so it really couldn't be overpowered.
Mesmer/Elementalist
Wastrel's Burden - Hex. After 5 seconds, target foe takes 12...75 earth damage and is knocked down for 2 seconds. Wastrel's Burden ends prematurely if that foe uses a skill.
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Jun 12, 2007, 11:23 AM // 11:23
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#12
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Cross-attribute skills have been suggested, but... think of this:
10 professions, in non-repeatable conbinations with other 10 professions, that is...
9+8+7+6+5+4+3+2+1=45
That's 45 combinations... let's say we add... hm... 10 skills per combination...
That would be 450 more skills, only sable while in certain combination...
Eh... few...
I don't think Anet would like the idea at all.
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Jun 12, 2007, 01:34 PM // 13:34
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#13
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Ranger/elemental = Bow + Kindle Arrows + Conjure flame!
Warrior/elemental = Fiery Dragon Sword + Conjure flame!
Warrior/elemental = Icy Dragon Sword + conjure frost!
etc etc etc... get the idea? A'walla!
/so not signed as you can already do it!
Last edited by freekedoutfish; Jun 12, 2007 at 01:46 PM // 13:46..
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Jun 12, 2007, 04:06 PM // 16:06
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#14
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Quote:
Originally Posted by MithranArkanere
Cross-attribute skills have been suggested, but... think of this:
10 professions, in non-repeatable conbinations with other 10 professions, that is...
9+8+7+6+5+4+3+2+1=45
That's 45 combinations... let's say we add... hm... 10 skills per combination...
That would be 450 more skills, only sable while in certain combination...
Eh... few...
I don't think Anet would like the idea at all.
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10 skills per combination? Are you nuts? I was only talking 1. 45 skills, in comparison with respect to the 200 skills per profession * 10 = 2000 skills is not a lot. Plus we're talking about 1 skill for each player. Besides, you don't think that in Guild Wars 2, they won't be trying to create skills anyway?
If they have such a hard time thinking up skill ideas, I'd love to spend my free time thinking them up. I don't think it's such hard work afterall...
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Jun 14, 2007, 01:15 PM // 13:15
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#15
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Only 1? Why to?
'the cross skeeeeeeeel'!
Why to?
Combos are made by micing professions, not attributes.
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Jun 14, 2007, 01:59 PM // 13:59
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#16
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Too many options.
Consider just one class combo, when , as stated, there are MANY.
N/Me
You would need a skill for:
Illusion+Blood
Illusion+Curse
Illusion+Death
Illusion+Soul Reaping
Domination+Blood
Domination+Curse
Domination+Death
Domination+Soul Reaping
Inspiration+Blood
Inspiration+Curse
Inspiration+Death
Inspiration+Soul Reaping
Fast Casting+Blood
Fast Casting+Curse
Fast Casting+Death
Fast Casting+Soul Reaping
That is 16 skills, for 1 of the 45 class combos. Granted, you could remove the Primary attributes, but that would only reduce the number to 9 skills per class combo. 9x45=405 skills.
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Jun 14, 2007, 02:01 PM // 14:01
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#17
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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If such a thing were ever done, I sincerely doubt all the 'skill' would be on which cross-profession skills become available to you. So to say that it destroys the point of mixing professions is not all that true. It would simply be an elite you could say you have which nobody on your team has which may or may not serve you.
And he said 'double profession' skills, not 'double attribute' skills! Grrrrrrr!
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Jun 14, 2007, 02:22 PM // 14:22
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#18
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by Honor O Wicked Wick
I was thinking it would be cool to have skills that required points in an attribute from both your main proffesion and you second proffesion. Here's a bad example, but an example, nonetheless.
Fire Magic and Hammer/Sword/Axe Skill.
For __ seconds, you Hammer/Sword/Axe attacks and skills deal fire damage as well as regular damage.
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Read more than the topic title.
"required points in an attribute from both your main proffesion and you second proffesion."
He is saying he wants skills that have increased effectiveness by using attributes from 2 classes.
1 skill, 2 effects.
So an example would be:
W/A
Hidden Strength
Strike target foe for 5-15 damage. For 2-8 seconds, you have a 75% chance to block attacks against you.
Damage would be based off of the Strength Attribute, duration of blocking would be based on Shadow Arts Attribute.
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Jun 14, 2007, 02:26 PM // 14:26
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#19
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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Quote:
Originally Posted by MagmaRed
Too many options.
Consider just one class combo, when , as stated, there are MANY.
N/Me
You would need a skill for:
Illusion+Blood
Illusion+Curse
Illusion+Death
Illusion+Soul Reaping
Domination+Blood
Domination+Curse
Domination+Death
Domination+Soul Reaping
Inspiration+Blood
Inspiration+Curse
Inspiration+Death
Inspiration+Soul Reaping
Fast Casting+Blood
Fast Casting+Curse
Fast Casting+Death
Fast Casting+Soul Reaping
That is 16 skills, for 1 of the 45 class combos. Granted, you could remove the Primary attributes, but that would only reduce the number to 9 skills per class combo. 9x45=405 skills.
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yup. A better suggestion would be to have passive effects when crossing professions, rather than just having specific skills. But that would make PvP greatly unbalanced.
Quote:
Originally Posted by Hawkeye
I don't think it's such hard work afterall...
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I don't mean to be rude, not at all... But I'll see it before I believe it.
Last edited by Terra Xin; Jun 14, 2007 at 02:29 PM // 14:29..
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Jun 14, 2007, 02:30 PM // 14:30
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#20
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Well I disagree! Lord knows I have no evidence to backup my claim, but I concur! I mean, I disagree!
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